( function () {
class ReflectorForSSRPass extends THREE.Mesh {
  constructor(geometry, options = {}) {
    super(geometry);
    this.type = 'ReflectorForSSRPass';
    const scope = this;
    const color = options.color !== undefined ? new THREE.Color(options.color) : new THREE.Color(0x7F7F7F);
    const textureWidth = options.textureWidth || 512;
    const textureHeight = options.textureHeight || 512;
    const clipBias = options.clipBias || 0;
    const shader = options.shader || ReflectorForSSRPass.ReflectorShader;
    const useDepthTexture = options.useDepthTexture === true;
    const yAxis = new THREE.Vector3(0, 1, 0);
    const vecTemp0 = new THREE.Vector3();
    const vecTemp1 = new THREE.Vector3(); //

    scope.needsUpdate = false;
    scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
    scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
    scope.color = color;
    scope.resolution = options.resolution || new THREE.Vector2(window.innerWidth, window.innerHeight);
    scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
    Object.defineProperty(scope, 'distanceAttenuation', {
      get() {
        return scope._distanceAttenuation;
      },

      set(val) {
        if (scope._distanceAttenuation === val) return;
        scope._distanceAttenuation = val;
        scope.material.defines.DISTANCE_ATTENUATION = val;
        scope.material.needsUpdate = true;
      }

    });
    scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
    Object.defineProperty(scope, 'fresnel', {
      get() {
        return scope._fresnel;
      },

      set(val) {
        if (scope._fresnel === val) return;
        scope._fresnel = val;
        scope.material.defines.FRESNEL = val;
        scope.material.needsUpdate = true;
      }

    });
    const normal = new THREE.Vector3();
    const reflectorWorldPosition = new THREE.Vector3();
    const cameraWorldPosition = new THREE.Vector3();
    const rotationMatrix = new THREE.Matrix4();
    const lookAtPosition = new THREE.Vector3(0, 0, -1);
    const view = new THREE.Vector3();
    const target = new THREE.Vector3();
    const textureMatrix = new THREE.Matrix4();
    const virtualCamera = new THREE.PerspectiveCamera();
    let depthTexture;

    if (useDepthTexture) {
      depthTexture = new THREE.DepthTexture();
      depthTexture.type = THREE.UnsignedShortType;
      depthTexture.minFilter = THREE.NearestFilter;
      depthTexture.magFilter = THREE.NearestFilter;
    }

    const parameters = {
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      format: THREE.RGBFormat,
      depthTexture: useDepthTexture ? depthTexture : null
    };
    const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);

    if (!THREE.MathUtils.isPowerOfTwo(textureWidth) || !THREE.MathUtils.isPowerOfTwo(textureHeight)) {
      renderTarget.texture.generateMipmaps = false;
    }

    const material = new THREE.ShaderMaterial({
      transparent: useDepthTexture,
      defines: Object.assign({}, ReflectorForSSRPass.ReflectorShader.defines, {
        useDepthTexture
      }),
      uniforms: THREE.UniformsUtils.clone(shader.uniforms),
      fragmentShader: shader.fragmentShader,
      vertexShader: shader.vertexShader
    });
    material.uniforms['tDiffuse'].value = renderTarget.texture;
    material.uniforms['color'].value = scope.color;
    material.uniforms['textureMatrix'].value = textureMatrix;

    if (useDepthTexture) {
      material.uniforms['tDepth'].value = renderTarget.depthTexture;
    }

    this.material = material;
    const globalPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), clipBias);
    const globalPlanes = [globalPlane];

    this.doRender = function (renderer, scene, camera) {
      material.uniforms['maxDistance'].value = scope.maxDistance;
      material.uniforms['color'].value = scope.color;
      material.uniforms['opacity'].value = scope.opacity;
      vecTemp0.copy(camera.position).normalize();
      vecTemp1.copy(vecTemp0).reflect(yAxis);
      material.uniforms['fresnelCoe'].value = (vecTemp0.dot(vecTemp1) + 1.) / 2.; // TODO: Also need to use glsl viewPosition and viewNormal per pixel.

      reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
      cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
      rotationMatrix.extractRotation(scope.matrixWorld);
      normal.set(0, 0, 1);
      normal.applyMatrix4(rotationMatrix);
      view.subVectors(reflectorWorldPosition, cameraWorldPosition); // Avoid rendering when reflector is facing away

      if (view.dot(normal) > 0) return;
      view.reflect(normal).negate();
      view.add(reflectorWorldPosition);
      rotationMatrix.extractRotation(camera.matrixWorld);
      lookAtPosition.set(0, 0, -1);
      lookAtPosition.applyMatrix4(rotationMatrix);
      lookAtPosition.add(cameraWorldPosition);
      target.subVectors(reflectorWorldPosition, lookAtPosition);
      target.reflect(normal).negate();
      target.add(reflectorWorldPosition);
      virtualCamera.position.copy(view);
      virtualCamera.up.set(0, 1, 0);
      virtualCamera.up.applyMatrix4(rotationMatrix);
      virtualCamera.up.reflect(normal);
      virtualCamera.lookAt(target);
      virtualCamera.far = camera.far; // Used in WebGLBackground

      virtualCamera.updateMatrixWorld();
      virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
      material.uniforms['virtualCameraNear'].value = camera.near;
      material.uniforms['virtualCameraFar'].value = camera.far;
      material.uniforms['virtualCameraMatrixWorld'].value = virtualCamera.matrixWorld;
      material.uniforms['virtualCameraProjectionMatrix'].value = camera.projectionMatrix;
      material.uniforms['virtualCameraProjectionMatrixInverse'].value = camera.projectionMatrixInverse;
      material.uniforms['resolution'].value = scope.resolution; // Update the texture matrix

      textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
      textureMatrix.multiply(virtualCamera.projectionMatrix);
      textureMatrix.multiply(virtualCamera.matrixWorldInverse);
      textureMatrix.multiply(scope.matrixWorld); // Render

      renderTarget.texture.encoding = renderer.outputEncoding; // scope.visible = false;

      const currentRenderTarget = renderer.getRenderTarget();
      const currentXrEnabled = renderer.xr.enabled;
      const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
      const currentClippingPlanes = renderer.clippingPlanes;
      renderer.xr.enabled = false; // Avoid camera modification

      renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows

      renderer.clippingPlanes = globalPlanes;
      renderer.setRenderTarget(renderTarget);
      renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897

      if (renderer.autoClear === false) renderer.clear();
      renderer.render(scene, virtualCamera);
      renderer.xr.enabled = currentXrEnabled;
      renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
      renderer.clippingPlanes = currentClippingPlanes;
      renderer.setRenderTarget(currentRenderTarget); // Restore viewport

      const viewport = camera.viewport;

      if (viewport !== undefined) {
        renderer.state.viewport(viewport);
      } // scope.visible = true;

    };

    this.getRenderTarget = function () {
      return renderTarget;
    };
  }

}

ReflectorForSSRPass.prototype.isReflectorForSSRPass = true;
ReflectorForSSRPass.ReflectorShader = {
  defines: {
    DISTANCE_ATTENUATION: true,
    FRESNEL: true
  },
  uniforms: {
    color: {
      value: null
    },
    tDiffuse: {
      value: null
    },
    tDepth: {
      value: null
    },
    textureMatrix: {
      value: new THREE.Matrix4()
    },
    maxDistance: {
      value: 180
    },
    opacity: {
      value: 0.5
    },
    fresnelCoe: {
      value: null
    },
    virtualCameraNear: {
      value: null
    },
    virtualCameraFar: {
      value: null
    },
    virtualCameraProjectionMatrix: {
      value: new THREE.Matrix4()
    },
    virtualCameraMatrixWorld: {
      value: new THREE.Matrix4()
    },
    virtualCameraProjectionMatrixInverse: {
      value: new THREE.Matrix4()
    },
    resolution: {
      value: new THREE.Vector2()
    }
  },
  vertexShader:
  /* glsl */
  `
		uniform mat4 textureMatrix;
		varying vec4 vUv;

		void main() {

			vUv = textureMatrix * vec4( position, 1.0 );

			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
  fragmentShader:
  /* glsl */
  `
		uniform vec3 color;
		uniform sampler2D tDiffuse;
		uniform sampler2D tDepth;
		uniform float maxDistance;
		uniform float opacity;
		uniform float fresnelCoe;
		uniform float virtualCameraNear;
		uniform float virtualCameraFar;
		uniform mat4 virtualCameraProjectionMatrix;
		uniform mat4 virtualCameraProjectionMatrixInverse;
		uniform mat4 virtualCameraMatrixWorld;
		uniform vec2 resolution;
		varying vec4 vUv;
		#include <packing>
		float blendOverlay( float base, float blend ) {
			return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
		}
		vec3 blendOverlay( vec3 base, vec3 blend ) {
			return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
		}
		float getDepth( const in vec2 uv ) {
			return texture2D( tDepth, uv ).x;
		}
		float getViewZ( const in float depth ) {
			return perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );
		}
		vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
			vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
			clipPosition *= clipW; //clip
			return ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view
		}
		void main() {
			vec4 base = texture2DProj( tDiffuse, vUv );
			#ifdef useDepthTexture
				vec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;
				uv.x=1.-uv.x;
				float depth = texture2DProj( tDepth, vUv ).r;
				float viewZ = getViewZ( depth );
				float clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];
				vec3 viewPosition=getViewPosition( uv, depth, clipW );
				vec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;
				if(worldPosition.y>maxDistance) discard;
				float op=opacity;
				#ifdef DISTANCE_ATTENUATION
					float ratio=1.-(worldPosition.y/maxDistance);
					float attenuation=ratio*ratio;
					op=opacity*attenuation;
				#endif
				#ifdef FRESNEL
					op*=fresnelCoe;
				#endif
				gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
			#else
				gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
			#endif
		}
	`
};

THREE.ReflectorForSSRPass = ReflectorForSSRPass;
} )();
